Outlaws of Thunder Junction

Outlaws of Thunder Junction contains 374 cards.
Released: 2024-04-19
Base set size: 286 cards.
Another Round

Another Round {X}{X}{2}{W}

Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed.
Archangel of Tithes

Archangel of Tithes {1}{W}{W}{W}

Creature - Angel
Flying
As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3/5
Armored Armadillo

Armored Armadillo {W}

Creature - Armadillo
Ward {1}
{3}{W}: Armored Armadillo gets +X/+0 until end of turn, where X is its toughness.
"I always wanted to ride a slow cannonball with legs!"
—Kellan
0/4
Aven Interrupter

Aven Interrupter {1}{W}{W}

Creature - Bird Rogue
Flash
Flying
When Aven Interrupter enters the battlefield, exile target spell. It becomes plotted.
Spells your opponents cast from graveyards or from exile cost {2} more to cast.
2/2
Bounding Felidar

Bounding Felidar {5}{W}

Creature - Cat Beast Mount
Whenever Bounding Felidar attacks while saddled, put a +1/+1 counter on each other creature you control. You gain 1 life for each of those creatures.
Saddle 2
4/7
Bovine Intervention

Bovine Intervention {1}{W}

Instant
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
No one could prove the ox did it, but no one tried to harness it again either.
Bridled Bighorn

Bridled Bighorn {3}{W}

Creature - Sheep Mount
Vigilance
Whenever Bridled Bighorn attacks while saddled, create a 1/1 white Sheep creature token.
Saddle 2
3/4
Claim Jumper

Claim Jumper {2}{W}

Creature - Rabbit Mercenary
Vigilance
When Claim Jumper enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
3/3
Dust Animus

Dust Animus {1}{W}

Creature - Spirit
Flying
If you control five or more untapped lands, Dust Animus enters the battlefield with two +1/+1 counters and a lifelink counter on it.
Plot {1}{W}
2/3
Eriette's Lullaby

Eriette's Lullaby {1}{W}

Sorcery
Destroy target tapped creature. You gain 2 life.
When Kellan questioned her, Eriette reminded him that she'd been asked only to put the guard to sleep—the request said nothing about waking up.
Final Showdown

Final Showdown {W}

Instant
Spree
+ {1} — All creatures lose all abilities until end of turn.
+ {1} — Choose a creature you control. It gains indestructible until end of turn.
+ {3}{W}{W} — Destroy all creatures.
Fortune, Loyal Steed

Fortune, Loyal Steed {2}{W}

Legendary Creature - Beast Mount
When Fortune, Loyal Steed enters the battlefield, scry 2.
Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.
Saddle 1
2/4
Frontier Seeker

Frontier Seeker {1}{W}

Creature - Human Scout
When Frontier Seeker enters the battlefield, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1
Getaway Glamer

Getaway Glamer {W}

Instant
Spree
+ {1} — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
+ {2} — Destroy target creature if no other creature has greater power.
As the vault collapsed around them, Kellan made sure Akul couldn't follow them out.
High Noon

High Noon {1}{W}

Enchantment
Each player can't cast more than one spell each turn.
{4}{R}, Sacrifice High Noon: It deals 5 damage to any target.
They both knew only one of them would walk away.
Holy Cow

Holy Cow {2}{W}

Creature - Ox Angel
Flash
Flying
When Holy Cow enters the battlefield, you gain 2 life and scry 1.
After it passed by, the rancher swore she saw hope shining in the pigs' eyes.
2/2
Inventive Wingsmith

Inventive Wingsmith {2}{W}

Creature - Dwarf Artificer
At the beginning of your end step, if you haven't cast a spell from your hand this turn and Inventive Wingsmith doesn't have a flying counter on it, put a flying counter on it.
"We must forge for ourselves the gifts that nature neglected to give us."
2/4
Lassoed by the Law

Lassoed by the Law {3}{W}

Enchantment
When Lassoed by the Law enters the battlefield, exile target nonland permanent an opponent controls until Lassoed by the Law leaves the battlefield.
When Lassoed by the Law enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Mystical Tether

Mystical Tether {2}{W}

Enchantment
You may cast Mystical Tether as though it had flash if you pay {2} more to cast it.
When Mystical Tether enters the battlefield, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Kellan had no plan. He simply poured his focus into the train and willed it to stop.
Nurturing Pixie

Nurturing Pixie {W}

Creature - Faerie Rogue
Flying
When Nurturing Pixie enters the battlefield, return up to one target non-Faerie, nonland permanent you control to its owner's hand. If a permanent was returned this way, put a +1/+1 counter on Nurturing Pixie.
"Count yourself lucky I came upon you. This is not a world of second chances."
1/1
Omenport Vigilante

Omenport Vigilante {1}{W}

Creature - Human Mercenary
Omenport Vigilante has double strike as long as you've committed a crime this turn.
Freestriders took to patrolling near the Omenpaths, protecting new arrivals from the robbers and charlatans prowling for easy marks.
2/2
One Last Job

One Last Job {2}{W}

Sorcery
Spree
+ {2} — Return target creature card from your graveyard to the battlefield.
+ {1} — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ {1} — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
Outlaw Medic

Outlaw Medic {1}{W}

Creature - Human Rogue
Lifelink
When Outlaw Medic dies, draw a card.
"What are you gonna do, walk a hundred miles for a second opinion?"
1/3
Prairie Dog

Prairie Dog {1}{W}

Creature - Squirrel
Lifelink
At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on Prairie Dog.
{4}{W}: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.
2/2
Prosperity Tycoon

Prosperity Tycoon {3}{W}

Creature - Human Noble
When Prosperity Tycoon enters the battlefield, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
{2}, Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it.
4/2